Hooded Man

Wesley Furfoot's page

225 posts. Alias of Chainmail.


Full Name

Wesley Furfoot

Race

Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar)

Classes/Levels

Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

About Wesley Furfoot

Male Wizard(conjurer) 5/Collegiate Arcanist 1
NG Small Humanoid (Periblooded aasimar appears as hobbit)
Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar)
Languages: Common, Celestial, Halfling, Dwarven, Elven, Gnome, Sylvan
Languages(Linguistics): Terran, Auran, Ignan, Aquan, Undercommon, Giant, Draconic, Aklo, Abyssal, Infernal, Thassilonian

Background:

Wesley was born of divine parents and, because celestials come in different sizes, this smaller aasimar was sent to Golarion to help the oppressed hobbits. Working for the Flower network, Wesley spent the early part of his career working to free hobbit slaves. The small agent had the ability to shift through space, often using this ability to pop through portals and into cells. He smuggled many an enslaved hobbit out in his magic bag.
With his magic bag given to him by his mother, Wesley has accumulated a massive collection of useful things to help out in many dangerous situation.
After Wesley heard of the legend of the lost servants of Orcus, he has journeyed to ensure that this great evil is ended for good.

Defense/Offense:

DEFENSE
--------------------
AC 14, touch 14, flat-footed 11
hp 38 (6d6+6CON+6FC) Hp rolls: 6,4,4,4,4,4
Fort +2, Ref +4, Will +7
.--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Small Morningstar +4 (1d6+1) x2 B/P
Range = +6 (by spell)

--------------------
STATISTICS
--------------------
Middle-aged
Str 12, Dex 16, Con 12, Int 21(23), Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 15

Feats:

Spell Focus (Evocation) (1st), Scribe Scroll (1st class bonus)
Spell Specialization (Evocation=Fireball)(3rd)
Scholar (5th), Spell Mastery (5th class bonus)

Traits:

Slippery (+1 Stealth and Stealth is class skill)
Pyromancer (+1 per die fire damage)

Skills:

7/level +1(Kn:nature from headband)
Acrobatics +1
Appraise +10 (1 rank + 6INT + 3CS)
Bluff -1
Climb +1
Disable Device N
Disguise -1
Perception +8(6 ranks) +10 w/ familiar
Ride +10 (4 ranks +3DEX +3CS)
Sleight of Hand +3
Stealth +22 (6 ranks, +3 Dex, +4 size +3 CS, +1 trait, +5 cloak)
Use Magic Device N
Spellcraft +15 (6 ranks + 6INT +3CS)
Know (Nature)* +15 (6 ranks + 6INT +3CS)
Know (Arcana) +14 (6 ranks + 6INT +3CS)
Know (Dungeoneering) +10 (1 ranks + 6INT +3CS)
Know (Local) +10 (1 ranks + 6INT +3CS)
Know (History) +10 (1 ranks + 6INT +3CS)
Know (Geography) +10 (1 ranks + 6INT +3CS)
Know (Engineering) +10 (1 ranks + 6INT +3CS)
Know (Nobility) +10 (1 ranks + 6INT +3CS)
Linguistics +15 (6 ranks + 6INT +3CS)

Spells Known:

Opposition Schools=Necromancy and Abjuration
O - All
1 - Magic Missile; Grease; Summon Monster 1; Protection from Evil; Shield; Enlarge Person; Reduce Person; Burning Hands; Expeditious Reteat; Mage Armor; Produce Flame
2 - Summon Monster 2; Scorching Ray; Mirror Image; Web
3 - Summon Monster 3; Fireball; Haste

Spells Memorized:

X=used
0 - 4: Message, Prestidigitation, Mage Hand, Acid Spray
1 - 5+D: Grease (D), Grease, Burning Hands, Burning Hands, Mage Armor, Magic Missile, Reduce Person
2 - 4+D: Summon Monster 2(D), Summon Monster 2, Summon Monster 2, Summon Monster 2, Web, Web
3 - 2+D: Summon Monster 3 (D), Fireball, Fireball, Fireball

scrolls:

500gp
1 - Reduce Person x1, Mage Armor x2, Comprehend Languages, Protection from Evil x4, Enlarge Person x3, Shield x2, Expeditious Retreat x2
2 - Mirror Image
3 - Haste

Conjuration (Teleportation) Arcane School:

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Aura of Good (Ex)
The power of a Collegiate arcanist's aura of good (see detect good) is equal to her class level.

Halcyon Magic (Su)
At each class level, a Collegiate arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Collegiate arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell's type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Collegiate arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).


--------------------

Magical Gear:

Type 1 bag of holding (2500) ancestral
Headband of Intellect (+2 Int) (4000)
Rod of lesser metamagic Disruptive (3000)
Cloak of Elvenkind (2500)

Gear in Type 1 Bag of Holding:

•2 bedrolls .2 gp 10 lb
•hooded lantern 7 gp 2 lb
•4 pints of oil 4 sp 4 lbs
•crowbar 2 gp 5 lbs
•5 pitons 5 sp 2.5 lbs
•grappling hook 1 gp 4 lbs
•500-foot hemp rope 10 gp 100 lbs
•3x chalk 3 cp
•10-foot pole 2 sp 8 lbs
•caltrops 1 gp 2 lbs
•hunting knife 2 gp 1 lb
•whestone 2 cp 1 lb
•shovel 2 gp 8 lb
•hammer 5 sp 2 lbs
•2 square yards canvas 2 sp 2 lbs
•fishing line and hook 1 sp
•flint and steel 1 gp
•iron pot 5 sp 10 lbs
•tent 10 gp 20 lbs*
•waterskin 1 gp 4 lbs
•5x candles 5 cp
•5x tindertwigs 5 gp
•ink 8 gp
•pen 1 sp
•50 sheets of parchment 10 gp
•sealing wax 1 gp 1 lb
•signet ring 5 gp
•soap 5 sp 1 lb
•steel mirror 10 gp .5 lbs
•bell 1 gp
•1 flask holy water 25 gp 1 lbs
•sunrod 2 gp 1 lb
•wooden holy symbol 1 gp
small folding chair
small folding desk
200 lbs 105.2 gold
Smoked fish 10 lbs
Spellbook
30 days of halfing trail rations 15lbs 60gp
2 adventure chronicles +2 bonus to Know: Arcana and Know: Dungeoneering

Gear on Riding Dog:

Full Mount Gear
•light warhorse or riding dog 150 gp
•leather barding Small 10 gp 15 lbs
•bit and bridle 2 gp 1 lb
•military saddle 20 gp 30 lbs
•saddlebags 4 gp 8 lbs
•7 days' feed 3.5 sp 70 lbs
Total Cost: 186.35 gp
Mount's Load: 114 lbs

Riding Dog named Bill:

This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.

Riding Dog CR 1

XP 400

N Medium Animal

Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

Offense

Speed 40 ft.

Melee bite +3 (1d6+3 plus trip)

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +3; CMD 15 (19 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Familiar:

Dinosaur, Compsognathus
This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail.
Compsognathus CR 1/2

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10

SPECIAL ABILITIES
Familiar
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
ECOLOGY

Environment temperate or warm forests or plains
Organization solitary, pair, or pack (5–20)
Treasure none

The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds.

These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Aasimar abilities:
Standard Racial Traits
Scion of Hobbitfolk: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (hobbit) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for hobbit without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Size: Wesley is a small creature
Speed: Wesley has base speed of 20 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)